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Few people know this, but originally the towers in our game looked like carrots with eyes. They were funny, of course, but the problem was that hardly anyone understood they were actually towers. So later we made… this.
Our game has a lot of references overall. Today, our animator Mikhail will talk about what inspired him while working on the game.
#devlog #animation #dontstarvetogather #cultofthelamb #superweird
Here you can check out the animation process of one of the bosses in the game. Would you be interested in more content like this?
Just wanted to share how we designed the defeat screen. Yes, it’s a roguelike, so losses happen too. How do you like it?
Today we’ll share how robots in our game find a route from point A to point B.
We’re continuing our nostalgia trip and remembered that, at one point, rocks in our game used to yawn…
Initially, we thought the game would focus much more on economics. But then we realized that one complex system—programming—is more than enough, so instead of a complicated economy, the robots just walk up to the counter and take everything for free.
















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